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Performance and user based analysis of a collaborative virtual environment system 协同虚拟环境系统的性能和基于用户的分析
M. A. Rodrigues, R. R. C. Chaves
In this work, we analyse the effect of network parameters on the judged usability of a collaborative virtual environment. Participants were trained to find the exit of a virtual maze by a trainer, which guided the exploration of the virtual space. An extensive experimental evaluation was conducted by simulating a series of operational parameters (network bandwidth and latency) to assess the reported effectiveness of the training. An objective similarity metric based on processing time per test was also defined and used, as well as subjective user's evaluations. Further, we have successfully correlated subjective evaluation and objective measure by computing the correlation values and showing how the two values co-vary.
在这项工作中,我们分析了网络参数对协同虚拟环境可用性判断的影响。参与者在训练师的指导下找到虚拟迷宫的出口,并在虚拟空间中进行探索。通过模拟一系列操作参数(网络带宽和延迟)进行了广泛的实验评估,以评估所报告的训练有效性。还定义和使用了基于每次测试处理时间的客观相似性度量,以及主观用户评价。此外,我们通过计算相关值并显示这两个值如何共变,成功地将主观评价和客观测量关联起来。
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引用次数: 3
Evaluation of game engines for simulated surgical training 模拟外科训练的游戏引擎评估
S. Marks, J. Windsor, B. Wünsche
The increasing complexity and costs of surgical training and the constant development of new surgical procedures has made virtual surgical training an essential tool in medical education. Unfortunately, commercial tools are very expensive and have a small support base. Game engines offer unique advantages for the creation of highly interactive and collaborative environments. This paper examines the suitability of currently available game engines for developing applications for medical education and simulated surgical training. We formally evaluate a list of available game engines for stability, availability, the possibility of custom content creation and the interaction of multiple users via a network. Based on these criteria, three of the highest ranked engines are used for further case studies. We found that in general it is possible to easily create scenarios with custom medical models that can be cooperatively viewed and interacted with. Limitations in physical simulation capabilities make some engines unsuitable for fully interactive applications, but they can be used in combination with predefined animations. We show that overall game engines represent a good foundation for low cost virtual surgery applications and we discuss technologies which can be used to further extend their physical simulation capabilities.
外科培训的复杂性和成本不断增加,新的外科手术程序不断发展,使得虚拟外科培训成为医学教育的重要工具。不幸的是,商业工具非常昂贵,而且支持基础很小。游戏引擎为创造高度互动和协作的环境提供了独特的优势。本文考察了目前可用的游戏引擎在医学教育和模拟外科训练中开发应用程序的适用性。我们正式评估一系列可用游戏引擎的稳定性、可用性、自定义内容创建的可能性以及通过网络与多个用户的互动。基于这些标准,三个排名最高的引擎将用于进一步的案例研究。我们发现,一般来说,可以很容易地创建具有自定义医学模型的场景,这些模型可以协同查看和交互。物理模拟能力的限制使得一些引擎不适合完全交互的应用程序,但是它们可以与预定义的动画结合使用。我们表明,整体游戏引擎代表了低成本虚拟手术应用的良好基础,我们讨论了可用于进一步扩展其物理模拟功能的技术。
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引用次数: 84
Photon differentials 光子差异
L. Schjøth, J. Frisvad, Kenny Erleben, J. Sporring
A number of popular global illumination algorithms uses density estimation to approximate indirect illumination. The density estimate is performed on finite points -- particles -- generated by a stochastic sampling of the scene. In the course of the sampling, particles, representing light, are stochastically emitted from the light sources and reflected around the scene. The sampling induces noise, which in turn is handled by the density estimate during the illumination reconstruction. Unfortunately, this noise reduction imposes a systematic error (bias), which is seen as a blurring of prominent illumination features. This is often not desirable as these may lose clarity or vanish altogether. We present an accurate method for reconstruction of indirect illumination with photon mapping. Instead of reconstructing illumination using classic density estimation on finite points, we use the correlation of light footprints, created by using Ray Differentials during the light pass. This procedure gives a high illumination accuracy, improving the trade-off between bias and variance considerable as compared to traditional particle tracing algorithms. In this way we preserve structures in indirect illumination.
许多流行的全局照明算法使用密度估计来近似间接照明。密度估计是在有限的点上进行的——粒子——由场景的随机抽样产生。在采样过程中,代表光的粒子从光源中随机发射出来,并在场景周围反射。采样会产生噪声,然后在照明重建过程中通过密度估计处理噪声。不幸的是,这种降噪带来了系统误差(偏差),这被视为突出的照明特征的模糊。这通常是不可取的,因为这些可能会失去清晰度或完全消失。提出了一种利用光子映射精确重建间接照明的方法。我们没有在有限的点上使用经典的密度估计来重建照明,而是使用光足迹的相关性,通过在光通过期间使用光线微分来创建。与传统的粒子跟踪算法相比,该方法具有较高的光照精度,改善了偏差和方差之间的权衡。通过这种方式,我们在间接照明中保存了结构。
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引用次数: 37
Multiresolution geometric details on subdivision surfaces 细分表面上的多分辨率几何细节
Przemyslaw Musialski, R. Tobler, S. Maierhofer, C. A. Wüthrich
Subdivision surfaces are methods for creating smooth surfaces out of coarse polyhedral meshes. Due to their recursive nature they are ideally suited for adding geometric detail on different resolutions. When modeling real-world surfaces it is possible to extract the fine surface details from a material and apply these on dense meshes in the form of vertex displacements. Material characteristics are a mixture of features at different scales, which can be recovered by a frequency decomposition of an input height map. Applying these sub-bands as displacement in a recursive multiresolution fashion allows the ability to influence or mix details obtained from one or more sources. This paper presents a method for computing multiresolution displaced subdivision surfaces on the GPU that performs in real-time and provides an interactive control over the obtained results.
细分曲面是从粗糙多面体网格中创建光滑表面的方法。由于它们的递归性质,它们非常适合在不同分辨率上添加几何细节。当建模真实世界的表面时,可以从材料中提取精细的表面细节,并以顶点位移的形式将这些细节应用于密集网格。材料特征是不同尺度特征的混合,可以通过输入高度图的频率分解来恢复。以递归多分辨率方式应用这些子带作为位移,可以影响或混合从一个或多个源获得的细节。本文提出了一种在GPU上计算多分辨率位移细分曲面的方法,该方法实时执行,并提供了对所得结果的交互式控制。
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引用次数: 4
Fast high-quality noise 快速高品质噪音
J. Frisvad, G. Wyvill
At the moment the noise functions available in a graphics programmer's toolbox are either slow to compute or they involve grid-line artifacts making them of lower quality. In this paper we present a real-time noise computation with no grid-line artifacts or other regularity problems. In other words, we put a new tool in the box that computes fast high-quality noise. In addition to being free of artifacts, the noise we present does not rely on tabulated data (everything is computed on the fly) and it is easy to adjust quality vs. quantity for the noise. The noise is based on point rendering (like spot noise), but it extends to more than two dimensions. The fact that it is based on point rendering makes art direction of the noise much easier.
目前,图形程序员工具箱中可用的噪声函数要么计算缓慢,要么涉及网格线伪影,使其质量较低。本文提出了一种不存在网格线伪影或其他规则性问题的实时噪声计算方法。换句话说,我们在盒子里放了一个新的工具,可以快速计算高质量的噪音。除了没有人为因素之外,我们呈现的噪声不依赖于表格数据(一切都是动态计算的),并且很容易调整噪声的质量和数量。噪声是基于点渲染(像斑点噪声),但它扩展到两个以上的维度。事实上,它是基于点渲染使得噪音的艺术方向更容易。
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引用次数: 10
Generalised compositing 普遍的合成
P. Willis
We revisit the assumptions behind traditional image compositing techniques. By analysing the process we separate the colour operations from those for coverage and show that this usefully leads to a more general compositing equation than previously used. We then examine the colour operations in more detail and show how new operations can easily be incorporated in a standard compositor. Practical examples show the new approach and reveal some beneficial effects, not previously achievable within a compositor.
我们重新审视传统图像合成技术背后的假设。通过分析过程,我们将颜色操作与覆盖操作分开,并表明这有效地导致了比以前使用的更通用的合成方程。然后,我们更详细地检查颜色操作,并展示如何将新操作轻松地纳入标准合成器中。实际的例子展示了新的方法,并揭示了一些有益的效果,而不是以前在一个合成器中实现。
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引用次数: 3
Illumination and view dependent progressive transmission of semi-regular meshes with subdivision connectivity 具有细分连通性的半规则网格的光照和视图依赖渐进传输
Wei Guan, Juyong Zhang, Jianfei Cai, Jianmin Zheng
For wireless network based graphics applications, a key challenge is how to efficiently transmit complex 3D models over bandwidth-limited wireless channels. Recently, several view-dependent 3D progressive mesh transmission schemes have been proposed, which save the transmission bandwidth through only delivering the visible portions of a mesh model. In this paper, we propose to incorporate the illumination effects into the existing view-depend progressive mesh transmission system to further improve the performance. In particular, we propose a novel distortion model, which consists of both illumination distortion and geometry distortion. We further simplify the distortion model in order to compute the rate-distortion function for each segment of a mesh model in a fast manner. Based on our proposed simplified distortion model, given the viewing and lighting parameters, we are able to optimally allocate bits among different segments in real time. Experimental results show that significant quality improvement can be achieved by taking into account the illumination effects.
对于基于无线网络的图形应用程序,一个关键的挑战是如何在带宽有限的无线信道上有效地传输复杂的3D模型。近年来,人们提出了几种基于视图的三维渐进式网格传输方案,通过只传输网格模型的可见部分来节省传输带宽。在本文中,我们提出将光照效应纳入现有的视依赖渐进式网格传输系统,以进一步提高性能。特别地,我们提出了一种新的畸变模型,它包括光照畸变和几何畸变。我们进一步简化了畸变模型,以便快速计算网格模型中每个部分的率畸变函数。基于我们提出的简化畸变模型,在给定视觉和光照参数的情况下,我们能够在不同的片段之间实时地优化分配比特。实验结果表明,考虑光照效应可以显著提高图像质量。
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引用次数: 4
Design and implementation of a built-in camera based user interface for mobile games 手机游戏内置摄像头用户界面的设计与实现
Khoa Nguyen Tran, Zhiyong Huang
In this paper, we present a novel user interface design for mobile games using its built-in camera. It is motivated by the problem of limited number of keys on the small keypad of mobile devices. We implement two different ways, with and without the use of markers, to study the effectiveness of the design in a 2-dimensional and 3-dimensional game respectively. The algorithms implemented in the design are lightweight enough so that they are executable in real-time and at the same time, able to produce realism for the games.
在本文中,我们提出了一种新颖的使用内置摄像头的手机游戏用户界面设计。它的动机是由于移动设备的小键盘上的按键数量有限的问题。我们采用了两种不同的方法,即使用和不使用标记,分别研究设计在二维和三维游戏中的有效性。在设计中执行的算法足够轻量级,因此它们可以实时执行,同时能够为游戏产生真实感。
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引用次数: 7
Eigentransport for efficient and accurate all-frequency relighting 本征输运实现高效准确的全频重照明
D. Nowrouzezahrai, P. Simari, E. Kalogerakis, E. Fiume
We present a method for creating a geometry-dependent basis for diffuse precomputed radiance transfer. Unlike previous PRT bases, ours is derived from Principal Component Analysis of the sampled transport functions at each vertex, without relying on pre-projections to secondary bases, such as the Spherical Harmonics or Haar wavelets. It allows for efficient evaluation of shading, has low memory requirements and produces accurate results with few coefficients. We are able to capture all-frequency effects from both distant and near-field dynamic lighting in real-time and present a simple and efficient rotation scheme. Reconstruction of the final shading becomes a low-order dot product and is performed on the GPU.
我们提出了一种方法来创建一个几何依赖的基础漫射预计算辐射传输。与以前的PRT基不同,我们的PRT基是由每个顶点的采样输运函数的主成分分析得出的,而不依赖于对次级基的预投影,如球面谐波或哈尔小波。它允许对阴影进行有效的评估,具有较低的内存要求,并且用很少的系数产生准确的结果。我们能够实时捕获远场和近场动态照明的全频率效果,并提出了一种简单有效的旋转方案。最终着色的重建成为一个低阶点积,并在GPU上执行。
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引用次数: 4
Monocular reconstruction of human translation in motion sequence by MTA 基于MTA的单目运动序列翻译重建
Li Zhang, Ling Li
A motion trend analysis method is proposed to reconstruct human motion from un-calibrated monocular video. In this paper, relocation of human subject is the main concern, which is one of the most difficult parts in motion reconstruction and critically affects the accuracy of human posture generation. Numerical studies are conducted on experiments from synthetic and real video data to demonstrate the correctness of the recovered human translation in the proposed system.
提出了一种从未标定的单目视频中重建人体运动的运动趋势分析方法。本文主要关注的是人体主体的定位问题,这是运动重建中最困难的部分之一,对人体姿态生成的准确性有着重要的影响。通过合成和真实视频数据的实验,验证了该系统恢复的人工翻译的正确性。
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引用次数: 1
期刊
Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia
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